I've just copied the explanation from our web site. Let me know if you need any further details: Think of the spawn chance as a dice roll that determines whether a new enemy is spawned or not. For each enemy you defeat, the chance of spawning new enemies decreases. At the end of each turn the spawn chance is slightly increased again. In other words, the whole spawn concept simulates wounded enemy troops and their recovery over time. The 'Minimum Spawn (Chance)' in the Options menu determines how much you can lower the enemy spawn chance by defeating enemies. Let's say you've set the minimum spawn chance to 30%. Once the enemy spawn rate has reached 30% it won't get any lower, even if you defeat more enemies. In other words, the game gets more difficult if you increase this value. If you set the minimum spawn rate to 100%, you effectively switch off the spawn chance mechanism, and enemies will always be spawned to the possible maximum.
Yea, that's what I thought Niebau, but it seems to me that at 0% spawning behaved like at 100% - i.e. as long as enemy camp was free, their units would spawn to max at the end of the turn. Exactly like in Knightturn. At least that's how it was with default setting - I have fiddled with the setting manually, will see if this remains the case. Not that it bothers me, I was just surprised.
Clearly it makes sense to use area attacks against multiple targets which could include your own units. But what we were talking about what using your basic (non-skill) attack against your own friendly unit. Yeah, probably. After a few scenarios I think I'm going to lose interest in this game and set it aside. I still don't mind having paid the $4.99; I hope people make more strategy RPGs; I just don't like several of the design choices in this one. Of course, that's even more reason to make sure to give my feedback.
I also perceived that in some earlier scenes the enemy respawn rate appeared to consistently keep the field at capacity. I didn't even realize that respawns were handled differently until later into the core scenario; so maybe I overlooked something. Maybe the respawn mechanism that determines that actualy respawn rate is somehow favorable to the enemy in the earlier stages? Either way, those were a blast to play through.
I didn't mean my comments to sound as critical of your pov as they do reading them back. Different strokes for different folks. I guess my interest is that I like those specific design choices myself and I often worry about devs removing or changing aspects I enjoy personally. Of course you should leave your feedback. One inciteful critical bit of feedback is worth more than ten people posting positive stuff to the devs so they can improve their product. Sorry if I came off like I was being a bit defensive
Yep, I can confirm that 0% respawn in Game options = 100% respawn . It even says as much in the lower right corner of the screen when I play a scenario, I just didn't notice it previously. And of course the enemy troop strength is always max as long as they have a camp to spawn. That's in the prologue missions. Doesn't bother me, but it is something to note and may confuse new players.
It's entertaining to be hypothetical about changes or different features sometimes; but Kingturn is great as it is. It's a miracle we have it on iOS. I'd rather the developers invest any energy into porting Kingturn Underworld or Kingturn Plus over rather than "improving" [just] Kingturn. Additional scenarios or a knockout mode would be great... but a sequel/prequel filled with unique story, different scenarios, other classes would be world class. Have I said that already? Plus, for the developer, an increasing profile of polished up to date apps would enhance visability on the App Store marketplace and "media" coverage so sales might increase exponentially. That definitely changes as you progress. Somehow enemy respawn rates (on default) keep the difficulty curve nice even if enemy respawns become less frequent later on.
So, what does 0% respawn actually mean? Default respawn freqency per specific mission? Because if it is not a bug, it should be called something else, IMHO. But that's a very small nit, I am loving the game. I didn't have any problem with Knightturn's 100% default respawn in the first place.
I currently have 28, at ~lvl 14, with 50 scenarios won. Remind me to post a more detailed list tomorrow when I have time. Some of them are mostly fillers, others (like my 2 Assassins) I use a lot. My next story scenario is "19 - The Dispute, lvl.10", but I finished all side scenarios first. Yup, even the level 15 ones so my folks are a tiny little bit overpowered now... But it was definitely worth the extra trouble: Solving those higher level scenarios way before you are at that level was quite an interesting challenge.
It seems clear to me and it's been explained multiple times. The value that you can set in the Options is the Minimum Respawn Rate, i.e., the actual in-game respawn rate will never fall below that minimum value. Within the game, there is an actual current respawn rate, which typically starts at or near 100% at the beginning of the scenario (regardless of settings), and falls over time (if you are killing enough enemies). So, at the beginning of the scenario, the enemy will almost always be at (or above) their maximum force, unless you block their spawn points. The actual current respawn rate (which is displayed any time you aren't viewing a particular character) is what controls the actual respawning of enemies. If the Minimum Respawn Rate is set to 0%, then eventually (if you kill enough enemies quickly enough) the actual in-game respawn rate will fall to 0%, and new enemies will stop appearing. Conversely, if the Minimum Respawn Rate is set to a higher value, then the actual in-game respawn rate will never fall below that minimum value, and there will always be some chance of new enemies appearing. If you set the Minimum Respawn Rate to 100%, then the actual in-game respawn rate will always be 100%, and new enemies will always spawn up to the enemy force maximum (unless you block their spawn points).
See that Spawn Counter in the bottomright corner? It always starts at 100% . When you kill an enemy, it goes down. At the end of the turn it goes up a bit again. The setting controls how far you can lower it. I.e. at setting==100% you can never lower it (bloody challenging, I bet), at 0% you can lower it to 0 where enemies don't spawn anymore. At least with my playstyle, several scenarios required me to slowly inch my way forward - or even to remain mostly stationary - and duke it out with the enemy troops until I had the spawn counter lowered enough that I could press an advance. Note that there are several other strategies (for the military minded: is my following Wolfrider example strategy or tactics?) you can follow (e.g. rush for the enemy camp with a bunch of well-equipped Wolfriders), and mine is definitely not the only path you can follow.
DavidD and SheinFall explained it well enough, I agree that the 100% respawn in Knighturn was not a problem before but the ability to amp up difficulty (beyond the challenge offered in Knighturn) and enhanced enemy AI in Kingturn might offset potentially lowered respawn rate. Also, like you point out respawn rates remain high espcially at certain times. I'd be curious to hear how you find Kingturn compares to the epic Knighturn. ...so setting difficulty higher than 3 - Strategies will offset respawn probability change by offering increased challenge. ...so enemies, although they respawn less, are actually more vile.
And now that the undead bovine mentions it: I want to see a prequel, pretty please! How did Nicolette turn out the way she is? Did she visit the Andarian equivalent of Hogwarts? Home study? Same would be great for the heroine of Underworld, by the way; loved her quirky and dry humour
I can most definitely confirm that. The AI is much smarter here, e.g. ganging up on characters in key positions, or focusing on eliminating my Mages first. @niebau: Would love it if you can share some details on how you built the AI. Btw: Remind me to look a certain post in the "Galactic Conflict" thread up for you (and anyone else who is interested). The dev has a very unique approach to his AI, and explains it quite detailed, but still on a high level.
Just now I've checked the spawn probability to make sure it is working fine. And indeed it seems to work as designed. I think there are two reasons why it is easy to get the impression the spawn concept is not working properly (especially during the first scenarios): 1) With low level toons you need more attacks to defeat an enemy. So it is quite difficult to get the spawn chance much lower than 70% to 80%. In later scenarios you can achieve lower spawn chances much faster (e.g. 1-shot-kills). 2) Right now, every single spawn is confirmed with a separate dice roll based on the current spawn probability. Just a simple example for clarification: Enemies 4 / 7 , spawn chance 80%: Spawn Enemy 5 ? --> dice roll 80% Spawn Enemy 6 ? --> dice roll 80% Spawn Enemy 7 ? --> dice roll 80% So this system works in favor of actually spawning an enemy. Another (and maybe better) approach would have been to use what is called a 'Shuffle Bag'. Very simplified, this is how a Shuffle Bag works: In the example above 100 possible outcomes are stored in a list (20 failures and 80 success results). For each spawn decision a random entry is then picked from the list. In other words, shuffle bags make use of conditional probabilities, so the chance of spawning 3 enemies in a row, for example, is generally lower than with the approach above.
That's quite a pity. You seem to have a very keen eye for spotting weaknesses. And although your posts are not necessarily the best advertising for us, your comments have been very insightful so far. I hope you'll find your way back to the game one day, or at least join the discussion now and then.
Kingturn AI Gladly. You can find some details about Kingturn's AI system here: Kingturn Artificial Intelligence
Perma knockout Permanent Knockout is implemented already and will be published with release 2.02 (right after the bug fix release 2.01 which is still in Apple's waiting for review queue). Permanent Knockout can be activated via the corresponding Options button. No worries for those who don't like this feature ... All game mechanics remain the same, unless you decide to activate Permanent Knockout. Note for Android users: We will add this feature for the Android version as well some time afterwards.
3D Kingturn Shifting through the Mangobile blog there's a hint at a 3D "successor" to Kingturn... that sounds interesting. --------- Wow... that's amazingly quick. Well done! Talk about a receptive developer!
Utakah? @niebau: VERY important question: Spoiler Will Utakah return in a later scenario after he disappears, and with full previous equipment? Because if not, I just lost a load of good stuff, and have to replay the last scenario. Stuff like that is really annoying, you should put in a warning at scenario start. Or, even better, let them leave, but strip them of their items. On a sidenote: The higher tier special equipment drops are extremely good, love the little extra boost you get from those. Oh, and what does Holy damage do on some weapons? Make them better against Undead, but worse against the rest? Would be a nice skill for the Paladinesses, change their Sword from normal to holy.